// 动画组实体goupId
export enum EntityGroupId {
  // all
  all = "all_entity",
  // red
  red = "red_entity",
  // blue
  blue = "blue_entity",
}

// 动画组路径goupId
export enum PathGroupId {
  // all
  all = "all_path",
  // red
  red = "red_path",
  // blue
  blue = "blue_path",
}

// 信息域goupId
export enum InfoGroupId {
  // all
  all = "all_info_domain",
  // red
  red = "red_info_domain",
  // blue
  blue = "blue_info_domain",
}

// 火力域goupId
export enum FireGroupId {
  // all
  all = "all_fire_domain",
  // red
  red = "red_fire_domain",
  // blue
  blue = "blue_fire_domain",
}

// 消息类型
export enum ControlMessageType {
  // 继续
  continue = 0,
  // 暂停
  pause = 1,
  // 重新开始
  restart = 3,
  // 停止
  stop = 2,
}

// 登陆点阵营
export enum CityFlagEnum {
  green = -1,
  red,
  blue,
}

// 红蓝中立方
export enum SideEnum {
  red = 1,
  blue = 2,
  other = 3,
}

// 生存状态
export enum SurvivalStateEnum {
  /// 完好
  intact = 0,
  /// 轻微
  minor = 1,
  /// 重伤
  serious = 2,
  /// 摧毁
  destroy = 3,
}

// 交战目标类型
export enum EngageWithTargetsAtEnum {
  unknown,
  friendly,
  /// 中立
  neutral,
  unfriendly,
  /// 敌意
  hostility,
  /// 继承上级
  inherit = -1,
}

// 开火等级
export enum AutoEngageClassEnum {
  inherit = -1,
  activeFire = 1,
  attackedFire = 2,
  noFire,
}

// 电磁管控等级
export enum EMCONClassEnum {
  None = -1,
  A = 1,
  B,
  C,
  D,
}

// 管控
export enum EMCONEnum {
  inherit = -1,
  close,
  open,
}

// 返航时机
export enum RTBWhenEnum {
  inherit = -1,
  return = 1,
  weapons,
  task,
}

// 当不满足任务执行条件时，是否向目标机动
export enum MoveToTargetEnum {
  inherit = -1,
  no,
  yes,
}

// 日志类型
export enum LogEnum {
  DETECT = "探测",
  DESTORY = "销毁",
}
